Category: Entertainment

  • LARPing Assists in Theme World Marketing

    LARPing Assists in Theme World Marketing

    While not necessarily related to AR/VR/MR, immersive experiences are becoming more and more available to us in every day life. Live, immersive theater such as “Sleep No More” is becoming more popular than ever. Brands are using these same immersive, interactive techniques to pull the audience into their theme worlds in an attempt of lavish marketing. Here are a few examples:

    Samurai Films

    Ever wanted to be a Samurai but don’t want to necessarily devote a large portion of your life studying the way of the sword? Samurai Films lets travelers at the Haneda Airport tape a scene as a samurai and have it edited into a professional-looking feature. Led by movie stuntman Kenji Sato, the project allows those who partake to dress the part and battle ninjas, all documented in a short movie showcasing their swordsmanship. The entire process, including costume change, rehearsal and filming, takes 2 and a half hours and is available at the airport only on certain occasions.

    Star Wars

    This one is a no-brainer as guest are invited into Disneyworld Star Wars experience and become co-creators of their own story within the Star Wars Universe. When the Star Wars resorts open at Walt Disney World and Disneyland in 2019, the theme park will allow visitors to develop a reputation. If a visitor rides the attraction that pits the First Order vs. the Resistance, the side they pick will have ramifications throughout the park. You may be asked to do tasks for one side or the other in a bar and whether you choose to do it or not could affect your park experiences. The whole point is to immerse the viewer in Star Wars in a way they’ve never felt before. I know too many people who are chomping at the bit for this opportunity.

    Lust Experience

    Like Sleep No More on extended Viagra, the Lust Experience is an immersive theater project in which 100 participants are involved in a months-long game of conspiracy and paranoia. Each person involved in the experience has to complete various tasks, including speaking with actors on the phone, taking part in one-on-one encounters, and tracking messages while grisly murders and corrupt deals take place.

    SimuLife

    This is a new one for me and more surprising since it is created my one of my mentors, Jeff Wirth and his Interactive Play Lab. Simu-Life is four-day fictional narrative experience that plays out in real-world locations, mixing the line between reality and fantasy by letting users interact with the story as part of their daily lives. The experience is centered around one or more participants, and is supported by a full cast and crew, as well as captured on hidden cameras. I’ll need to contact Jeff to get more information about this extended experience.

    Westworld

    The remake of the Westworld movie into the HBO television series left me at a fairly satified state. However, There’s money in them dare hills thus HBO is creating a new series. To help promote this new series they contracted a UK based robotics manufacturer to pull a little stunt in a local UK pub. The glitchy robot had conversations with the unwilling patrons, asking them such questions as, “What are your thoughts on the impending humanoid robot invasion?” and “Humanoid robots are so much useful than humans, don’t you think?” I think it was a fairly effect publicity stunt.

     

  • Alien: Descent, the next installment in Location Based Immersive Entertainment

    Alien: Descent, the next installment in Location Based Immersive Entertainment

    I would be on the look out for more events such as this since I believe it will become more and more common. Location-based VR could be a $1 billion industry by the end of the year and grow to a $12 billion industry by 2023, according to projections from Greenlight Ventures.

    Alien:Descent is the newest attraction to hit The Outlets at Orange, in Orange County California. Not much is known about the attraction other than a participant and three other friends will find themselves investigating the beleaguered Weyland-Yutani mining station. I don’t know what they will find there but I have a strong suspicion that this will be an Aliens theme re-skinning of the Zero Latency, zombie shoot-em up attraction.

    Pure Imagination is the studio behind the attraction. I don’t know much about them other than being located in good old Van Nuys, where Rocketsled once had an office. The attraction claims to be wireless. This is OK. But there must be some kind of quality compromise for choosing to go this direction. Co-founder Joshua Wexler exclaims, “Even though it’s wireless, the company believes it’s achieved a visual quality as good as, or even better than the tethered VR experiences available today.” Whether or not this is true will yet to be seen. I personally am suspicious.

    Participants will be wearing mocap markers on their hands and feet. I have no idea what system they are using, but they will need an external computer to handle the tracking calculations and then pump them to each of the individual displays. My suspicion is that the treatment given to avatars will be no better then Zero Latency or even The Void.

    Good Luck Pure Imagination and Alien: Descent. We are all rooting for you to keep delivering quality experiences that can’t happen at home!

  • Alien Zoo Opens to Positive Comments

    Alien Zoo Opens to Positive Comments

    Just last week, Dreamscape Immersive opened it Alien Zoo experience in Los Angeles. The opening was kind of quiet and it’s been somewhat hard to get information about the new location-based experience. Ian Hamilton of Upload VR was one of the lucky few to have gone through the experience. He writes about his experience in his article, Dreamscape’s Alien Zoo Creates A Sense Of Awe And Wonder.

    In the article he creates a compare and contrast to the Void’s Star Wars and Ghostbuster’s experience. He is very quick to note that the Void experiences few very much like shooter type video games where Alien Zoo feels somewhat different. Like The Void, Alien Zoo has the participant done backpack computers and Oculus headsets. They also put on foot and hand coverings. Withing the experience, the physical immersion is dramatically different. Participants can shake hands with each other, give each other high fives, exchange objects and even physically interact with denizens of the story world. The avatars do a very good job tracking the participants’ positions. Colliding with each other and objects in the scene are not a problem.

    The article admits there are still problems with the experience especially with story near the end of the experience. However, he did not feel these distractions were deal-breakers. The new media format is still in its infancy and has far to grow.

    If you are in the Los Angeles area and have $20 burning a hole in  your pocket, make sure to check out this new attraction and be part of the evolution.

  • Dreamscape Immersive opens “Alien Zoo”

    Dreamscape Immersive opens “Alien Zoo”

    Yesterday, Dreamscape Immersive opened it’s first location-based immersive experience, “Alien Zoo”. It is open now through March 2. This project has been hidden up until now so no real information is available at this moment in time. Until I have an opportunity to experience it for myself, we’ll need to depend on the reports from fellow explorers.

    What I do know can be found on their website, http://www.dreamscapeimmersive.com/index.html. The participants can share their experience with up to six others and should take about 40 minutes. I don’t know if the layout will be an open sand box or if you will be confined to a specific platform. The concept art suggest the group will be bound to a motion controlled vehicle which will tilt and swivel in place as the platform guides the participants through the experience. Participants will be equipped with backpack computer and head mounted display, gloves and shoe coverings. These components tell me that Dreamscape Immersive is utilizing Vicon tracking technology to not only track HMDs but also hands and feet and most probably waist movement as well. This means participants will be able to see and observe their own avatars as well as observe and potentially interact with the avatars of other participants. Because of the Vicon tracking participants will be able to interact with props and sets and, potentially, interactors within the experience.  The interactors are teased as Megaraffes, giant brontosaurus-like giraffes, Frogcats, which should drive merchandising wild and the spider-like Sicari which will add a bit of interactive danger to the experience.

    As mentioned, this experience will be using Vicon tracking technology. This should deliver a truer one to one physical experience than the Void’s “Secrets of the Empire”. Instead of tracking head and gun position and partially tracking hands, Dreamscape Immersive should be able to lock on to a physically accurate interactive experience with everything in the environment. This sounds really interesting! Also of note, Dreamscape Immersive provides specially tracked wheel chairs for physically impaired participants. This sounds like a great way to include handicapped folks and have them integrate naturally with the experience. This is a very interesting approach to the throughput puzzle.

     

    I am very excited to test this new experience out! It will only be around for a few weeks and no doubt be replaced by another groovy interactive experience. Way to go gang!

     

     

  • Secrets of the Empire Review

    Secrets of the Empire Review

    I have to admit that this review comes with in incredible amount of bias. While I tried to be as open minded about the experience as possible, my familiarity of the technology prevented me from reviewing the experience with a “totally fresh pair of eyes.” To address this I made sure to go through the experience with my family; wife, son and daughter. I also participated in the experience with the iMyth team. They all provided much needed insights that I was unable to provide.

    Like any immersive experience, The Void Secrets of the Empire has plenty of good things and a handful of not-so good things of which I will go in detail in this article. Overall, I believe ILMX and the Void put together a very concrete and enjoyable experience that should make a Star Wars fan jump like a ten year old kid hopped up on sugar. More importantly, they created an experience that is robust and solid enough to satisfy the non-fans. It is a good immersive experience and represents thousands of hours of hard work. I believe this is an attraction that entire families can enjoy without necessarily isolating the old from the young. There is a ten year old age limit restriction. So if you are younger than 10 years you’ll just have to wait until you are old enough to join in the conversation.

    I have broken this review into multiple different sections, hopefully detailing the goods and the bads associated with each aspect. I tried to incorporate the views of my co-participants so as to not let this review become too biased. WARNING: There are some spoilers in this review especially when dealing with thematic narrative elements. If you still wish to come to Florida or Anaheim and experience The Secrets of the Empire for yourself then you may wish to skip this review until after you have gone through the attraction.

    The experience starts off with you and your team being debriefed by a rebel captain, (Sorry, I can’t remember his name). There was much ambient noise in the debriefing area so I was not able to understand what he was said. The second time through the experience I understood the objective. The participants are a bunch of new recruits who must sneak into an Empire base dressed as stormtroopers  and discover the secrets contained inside an empire shipping container. I could not understand the history of the box other that it was our target objective. Each participant needed to scan their wrist band then select a Stormtrooper color on a respective console. This mechanism still has many bugs. The operator needed to restart my family’s team since we were so inept at the scanning and selection process. Being a family friendly experience, we were allowed to continue without really understanding what the main objective was.

    From the debriefing room the team was ushered to the “dressing” area where we were equipped with computer, haptic vest and HMD. This part went by very smoothly. It seems that the lessons learned by The Void creating the “Ghostbusters” experience really paid off. The transition went smoothly and quickly. The vests were suspended by retracting wires which made putting them on very easy. The combined weight of computer and batteries did not make them light. The suspension system really helped make putting on the vest an effortless task. The HMD  was OK but not outstanding. I had trouble adjusting it to my small head. However, an adequate fit was soon achieved. Interestingly, the HMDS are built to be “flippable” which enable the user to walk around without navigating in virtual reality. I found this feature especially usefully when walking as a group through the tight corridors to the starting area. I thought the HMDs had a limited field of view and were a bit scratchy. However, the devise more than adequately fulfilled its job.

    Once the team was instructed to lower their HMD visors, the experience began. Without giving too much away, the team is transported to the empire base where we promptly became lost, found some blaster rifles and needed to blast our way out of the compound. There were some interesting physical props and sets that needed to be interacted with which helped increase the immersion of the experience. If the group works as a team there are enough “activities” to provide every participant with something to do. In typical Disney fashion, the team is miraculously rescued at a critical moment and presumably escapes.

    Tracking plays a crucial role in such an immersive experience and the Secrets of the Empire is no different. The tracking system did a great job adjusting the scale of each person’s avatar. This real time re-scaling and subsequent retargeting to conform to the participant’s size was really well done. The HMD position tracking is still not quite perfect as one of my family members became motion sick. Interestingly the participants’ hands were tracked without  having to wear tracking gloves. I have a hunch this was achieved by Leap motion sensors imbedded in the HMD. This would probably explain why the hands and arms would occasionally loose track and go out of whack at various head angles or if the experience got too crowded with too many bodies. While an interesting strategy for hand tracking, I think it could have been better achieved with modified MOCAP gloves. Because only the heads, hands and guns were tracked, the torso and leg positions for team mates’ avatars were approximated with limited success. The avatar interpenetration and improper leg, torso and should positions occasionally broke the immersion. Quite a few family members commented that not seeing their own torsos, legs and feet to be highly distracting. To the Void’s and ILMX’s credit, this is still a very hard problem. and this is one of the better attempts of lower body approximation I have seen yet. Maybe lower body representation will also be a feature in the near future.

    The models, props, environments and overall rendering were outstanding; probably the best I have seen in an immersive experience yet. The team at ILMX did a fantastic job bringing the environment and its denizens to life. I can’t go on enough to praise the lighting! Glowing and falsely illuminated environments are quite often the results of inexperienced visual teams. The lighting seemed natural and holistically sound. This experience was created by an experienced, Hollywood VFX crew and it shows. My photorealistic awe was not shared by all members of my family who still believed the rendering could have been better. However, they did acknowledge that this was the best experience they had seen yet.

    The physical haptics of the experience were also of special note. For the first time in my experience did I notice and appreciate a definite smell component. Since the story world took place on a volcano planet, there was the smell of burning wood. While I would have thought that sulfur would have been a more appropriate smell, the wood smell did an outstanding job immersing the participant into the experience. The haptic heat pockets of the volcano planet were also a nice touch and felt absolutely essential to the experience. The custom made Void Haptic vests were a nice touch. In my humble opinion they do a good job informing the participant when they are getting hit by enemy fire. However, I found it very difficult to judge intensity or direction of the fire. There were many props the participant could touch and interact with. Some of the props were static while others were part of more elaborate mechanisms. The tactile tracking was off for the props including the guns. However, having physical, tangible objects in the experience really aided with the immersion. The walls and platforms were more than adequate to provide sufficient physical reassurance that the participants were immersed in sound physical environment. The average participant usually does not violate their visual boundaries to test for integrity.

    While the technical issues can almost be passed off as growing pains of this new media, the story issues are the greatest problems with this experience. While ILMX did a fantastic job bringing this world to life, they also produced a stereotypical Disney theme park experience that seemed to follow the Imagineering template: the participants’ first experience in the new world goes wrong, things continue to decline until a “heavy” shows up and the situation is salvaged by an incredible stroke of good luck or Deus Ex Machina. I found the story to be confusing and irrelevant. The progress was extraordinarily linear and felt tightly bound to rails. The lack of collaborative storytelling was disappointing. In defense of Disney, I understand this is business and throughput is of absolute concern and considering the numbers of people that need to be put through the experience, sacrifices to story must be made. I suppose the storyteller in me was hoping for a bit more than a Star Wars themed shooting gallery.

    I have gone through the experience two times now and overall I would have to say I am very impressed. This is a brand new example in a new media type which I think will evolve and become a very import part in all of our lives. My criticisms are really mental notes of the all the obstacles I know need to be resolved. In spite of all these obstacles, The Void and ILMX did an outstanding job creating a gratifying experience that should keep any Star Wars fan feeling like a kid in Santa’s Toy Factory.

  • More Information about Secrets of the Empire

    More Information about Secrets of the Empire

    I’m very excited for mid-December to roll around here in Central Florida because that marks the opening of the Void/ILMX/Disney venture at Disney Springs called “Secrets of the Empire” 

    Folks who know me know I am extraordinarily bullish on the whole immersive experience market and the Void is definitely leading the charge. While they may not be the best they have definitely put the money into the much needed research and are developing a legitimate, rewarding experiential platform. Regretfully I have not been able to go to New Yourk or SLC to check out any of their installments. Secrets of the Empire(SOE) is their first installment to Central Florida. I’m hoping, because of its vacation destination status, Orlando will become a hub for immersive experiences. A friend of mine from the University of Utah recently had an opportunity to explore the SLC based company. He confirmed that the Void definitely has their fingers on the pulse of this progression. In other words, he though it was awesome.

    Bryan Bishop from The Verge recently had an opportunity to check out a prototype of the experience in the Imagineering Campus at Glendale. He describes his experience in his article, Secrets of the Empire ready for prime-time. In a nutshell Bryan is a big fan of the experience and feels it is well qualified to carry to label of being a genuine Holodeck-esque experience. He mentions that the physical props and sets integrated with the physical haptics, (haptic chest feedback, smell, heat/cold), and awesome looking imagery contribute to a rewarding, immersive experience. All-in-all he thought it was a tremendous amount of fun! The amalgamation of all these sensory stimuli does an effective job creating a compelling sense of autonomy and agency.

    What I thought was really interesting was how the experience adhered to the cannon of the Star Wars theme world. The events of Secrets of the Empire are canon in the larger universe, and while the narrative is fixed, it’s the nature of the medium that every individual who goes through will have their own unique experience based on what they do, how they react, and who they go in with. It creates a unique opportunity for replayability — even at $29.95 per ticket — with guests able to experience different elements or even take on different duties in certain scenes depending on how aggressively they choose to play. In other words, each experience of SOE is unique with the participant co-creating the story with the experience production team.

    As per my past criticism about the Void’s tracking techniques and limitations,  Bishop found the hand tracking to be inconsistent, with his virtual hands appearing smoothly at some moments, while remaining stubbornly nonexistent at others. In a portion  of the experience that required him to hit a number of buttons in sequence in order to escape a room, the tracking between the physical and the digital seemed so misaligned that he was unable to solve the puzzle altogether. And while the visuals were quite good, the realm of photorealism yet had not yet been met.

    Problems aside I am very excited to participate in this experience myself. I am very enthusiastic about this experience and the evolution of this new media. If quality experiences, such as this, keep coming out, then many of the noticeable problems will disappear and participant will focus exclusively on the opportunity for collaborative story telling.

  • Staw Wars/The Void Coming to Orlando

    Staw Wars/The Void Coming to Orlando

    I suppose it was only a matter of time. I gained wind that the Void had become part of the Disney Accelerator a couple of weeks ago. Last week I had learned that the Void would be opening an installation here in Orlando. I was not quite sure and I should have put two and two together earlier. It’s official, ILMX and The Void will be opening a Star wars experience, “Secrets of the Empire” in Orlando some time around the holidays. I don’t have any details other than what I have mentioned above.

    From the cover art I see that it is going to be a very similar experience as the Ghost Buster’s experience except that it is going to take place in the Star Wars theme world. The one major difference will be the inclusion of a digital interactor, K-2SO. There is some test footage of the autonomous robot posted in the Forbes internet article, ILMX Autonomous Interactors. Mind that this interactor is autonomous and not driven by a human being.

    I’m very excited to see the results of this. I would think that ILMX has created the majority of the experience already and will spend the next couple of months shoe-horning it into the Void system. I will have a full review once the attraction is available.

  • ILMX Autonomous Interactors

    We don’t necessarily hear much from ILMX. Much like their cousin company, Imagineering, they sort of wait for a groovy time to spring a really pleasant surprise on an unsuspecting audience. I’m not at all surprised by this as ILMX shows off how it’s autonomous interactors can collaborate with participants to create to create dynamic, interactive stories. Check out this video from Fortune Magazine.

    https://www.facebook.com/FortuneMagazine/videos/10155203389867949/

    I love how the robot goes through its protocol but still responds to the participants’ inputs. That is what a true interactors should be doing. There are of course glitches such as character inter-penetration and a certain amount of latency, but that does not matter. All the participant knows is that they are dealing with another “being” in the experience and they are in the driver’s seat for creating their own immersive story experience.

     

  • Dragon Ball Z Coming to a VR Arcade Near You

    Dragon Ball Z Coming to a VR Arcade Near You

    Whether you are a fan of the Dragon Ball Z theme world or not you had better watch out because it is coming to a VR Arcade near you. While there may not be a VR arcade near at this moment in time, fear not! That issue will be remedied within the near future. But, alas, this article is about Dragon Ball Z world becoming a familiar theme in the VR world.

    The HADO Company in Japan is already well on top of things. Even as early as last IAAPA, HADO was offering a room scale MR experience where participanst could fight against monsters or against each other using a Dragon Ball Z like game motion mechanic. While not sticking strictly the the Dragon Ball Z theme world, this company has taken its own artistic licenses and created a commercially viable product of their own.

    The San Francisco based entertainment company “SCRAP Entertainment” has installed this Dragon Ball Z like experience in their San Francisco location. I am currently unaware of the details except the installation will only be available through August 31. Their location is 1746 Post Street.

    If instead of a cheap rip-off you want the real deal with officially licensed Dragon Ball Z characters then you will have to go to Japan to the Bandai Namco VR Arcade Zone in Shinjuku, Tokyo. An earlier review of this VR Arcade has already been provided in this post, Bandai Namco VR Arcade. This place is really cool. they are a 40,000 square foot, 2-floor VR arcade featuring games operating on the HTC Vive. Many of these games are integrated with motion controlled apparatus such as motion chairs and stationary bicycles. Much of their special content seems to be IP related, custom built experiences. Check out this main atrium in the facility.

    I’m sure there will be future articles describing their Mario Kart and Doreomon VR experiences but this article is devoted to the Dragon Ball Z Theme world.

    The experience is available for 2-4 players simultaneously. The crew starts off a group of new recruits in a typical martial arts training ground led by series protagonist, Goku. AFter mastering the basic the crew is teleported to an iconic, barren field where he executes a Kamehameha, made more immersive by an open-hand custom device using Vive Trackers. That’s when the battle begins, and you’re positioned at different intervals, using your training mates as target practice.

    What I think is really cool about this experience is that each participant is isolated into their own VR play space. But in the battle field their relatives positions change dynamically. The field of play has been transformed from a 40’x10′ strip to an entire battle field. This demonstrates some of the true potential VR Arcades and and immersive experiences have. I look forward seeing new additions to this already groovy attraction.

  • Starbreeze Confirms Future of VR in Location Based Entertainment

    Starbreeze Confirms Future of VR in Location Based Entertainment

    In a a recent interview with Starbreeze Games Chief of Technology, Emmanual Marquez, Dean Takahashi of GamesBeat asks the gaming executive his thoughts on VR and where VR is headed in the near future. Starbreez overall is still very bullish with VR but not necessarily with the home enthusiasts:

    We’re doing Star VR. Since day one I knew it would be difficult to install VR in the home. We all know why. It’s expensive. You need space. It’s difficult to set up. It’s for geeks. When I created Star VR as a piece of hardware at Starbreeze—first of all, I did it because we believe in content, and I knew we could develop at the same time. We always planned to go for the arcades. I envisioned the console model. Console games grew out of the arcades. People played Pac-Man in cafes for years before consoles ever became successful as something everyone had at home. I think VR will follow the same path.

    Admittedly, many people are disappointed with the lack of progress VR has made of the last two years. iMyth has been very bullish on the Location based, Mall driven market. In fact, iMyth has never presented itself as a Game company but rather an Immersive Experience company. Here is what Marquez had to say on the subject:

    People that are disappointed by VR right now are the same people who were enthusiastic two years ago. It’s hobbyists and researchers. There are a lot of other markets, as we all know, and we work with them too, all the verticals outside of games. We know it works. We’re monitoring IMAX VR centers and stuff like that. It’s successful.

    My conclusion is that the audience isn’t necessarily gamers. It’s not the normal gaming audience. It’s anyone. It’s families out on a Sunday trying this out the same way they’d go and see a movie. It’s every age, so you need to provide an experience that works for everyone.

    When you get in the John Wick experience, you’re holding a real gun. Or not real, but it’s an exact replica. You don’t need an explanation of the game mechanics. You get in, you pick up the gun, and you shoot. It’s like going to the fair, the same principle. You play, win, lose, have fun, and come back. You rack up a leaderboard score and your friends try to beat you. Then you have an experience that people play together. The immersion becomes very social. VR is fun to play, but it’s also fun to watch and share.

    Indeed, Immersive Experiences are meant to be social experiences. However, where Starbreeze will focus more on the Esports, game driven community, iMyth will focus on the narrative seeking community. We both have different perspectives how social collaboration will happen. Regardless, that social collaboration will be one of the keep components of VR’s success.